Lune Shikari's page

156 posts. Alias of Rysky.


Race

Vitals:
MAB: +5; RAB +3 | AC: 17; T: 12; FF: 15; CMB: +5; CMD: 21 | Fort: + 5; Ref: +4; Will: +3 | Init: +2; Perc: +9; Stealth: +6 | SR: 7

Classes/Levels

Friendship Score: 5/10

Gender

HP: 13/13

Strength 18
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 16
Charisma 20

About Lune Shikari

Character Sheet

Primal Host

Righteous Sentinel

Primal Host:

Indulgence (Ex): The defining feature of the relationship between a primal host and his urge is indulgence, making the urge happy by indulging it’s vice of choice. At the time of bonding the host discovers the personality quirk of the urge who has bonded to him. Each quirk has actions associated with it that could earn the host favor with his partner, and examples of how the urge would act while in control of the host’s body. The partnership between the primal host and his urge can lead to varying levels of self-control. While the urge is happy, the host enjoys full, sometimes even better than full, control of his body. In exchange, if the urge is restless or unhappy the host’s control of his own body can suffer. As a free action, the host can indulge his partner by letting him take full control of his body for 3 rounds. Doing so earns him 1 favor token and adds 1 to the relationship score of the primal host and his urge. At the start of a turn in which the primal host allowed the urge to control his form he gains 1 favor token. While the urge controls the host body it gains +1 bonus to attack rolls, with an additional +1 bonus at for every five primal host levels he possesses, the urge does not however gain the benefits of the relationship score results. In times of stress, particularly under circumstances which go against what the primal urge wants, the primal urge can attempt to wrest control away from the primal host. In these situations the host may allow the urge to take over for 3 rounds, as per normal, or he may attempt a charisma check DC 10 + the primal hosts’ Charisma modifier to maintain control of his body. Succeeding on the check allows him to maintain his control, but he loses 1 from his relationship score. If he fails the urge controls his body and he does not gain 1 relationship from the symbiote’s control. In extreme circumstances or when failing a charisma check with a relationship of 0, the GM may assume control of the primal host.
A primal host can store a number of favor tokens equal to his Charisma modifier. He can spend favor tokens on morph special abilities, and certain symbiosis results.

Vengeful: The vengeful urges do not suffer insult or injury. When attacked by a creature you will maintain your relationship if you at least reciprocate the amount of damage dealt, if you kill the creature you may increase your relationship. When in control the vengeful urge will attack the first creature to attack him until he has killed it. Taking a full round action to coup de grace if possible. Not attacking a creature who attacked you, or suffering an insult quietly may cause the vengeful urge to take over.

Horror-Bound:
Class Skills: Knowledge (dungeoneering) (Int), Knowledge (planes) (Int)
Fear of the Dark: The primal host’s symbiote is a thing accustomed to stalking the dark places of the world. At 1st level, the primal host gains either the depth stalker or eyes of the beast morph.

Natural Armor (Ex): The primal host’s urge forms plates, scales, or some sort of armor with which to protect its bearer. When unarmored and unencumbered, the primal host adds his Charisma bonus (if any) to his AC and his CMD. The bonus to AC is a natural armor bonus. In addition, a primal host gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four primal host levels thereafter, up to a maximum of +5 at 20th level.

Primal Weapons (Ex): Starting at 1st level the primal host may manipulate his urge in order to form weapons from his flesh. He may choose one of a bite attack, two claw attacks, a gore attack, a slam attack, or a tail-whip. At 5th level and every 5 levels thereafter the primal host may manifest a new natural weapon. Hey may alternatively select one of his natural weapons a second time, doing so makes him count as he were 1 size category larger for the purposes of the damage the natural weapon deals. This does not stack with the Improved Natural Weapon feat. A symbiote with the gluttonous quirk must select a bite attack as his first primal weapon. A primal host’s natural weapons need not be constantly visible; they may be readied with a free action.

Depth Stalker: The primal host gains a swim speed of 60 feet and can breathe underwater as easily as in the air. Additionally, the primal host takes no penalties for fighting underwater.
Favor Bonus (Squid Strike): The primal host may spend a favor token while underwater in order to move up to 240 feet in a straight line as a full–round action. Additionally the primal host may make a bullrush attempt against any creature whose square he would travel through. This bullrush attempt does not provoke attacks of opportunity. Alternatively the primal host may make 1 attack against a creature in his range at any point during his movement.

Righteous Sentinel:

Code of Conduct: A righteous sentinel must adhere to his own alignment as a strict moral code, while additional restrictions on the righteous sentinel’s conduct are derived from his divine covenant. He loses all class features except proficiencies if he ever willingly breaks this code.

Avenging Smite (Su): At 1st level, the righteous sentinel gains the paladin’s smite evil ability, except that it functions only against creatures described in the righteous sentinel’s divine covenant. This ability replaces favored enemy.
•Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Detect Evil (Sp): At 1st level, a righteous sentinel gains the paladin’s detect evil ability. This ability replaces wild empathy.
•Detect Evil (Sp): At will, a Paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Track (Ex): A Righteous Sentinel adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Divine Covenant (Su): At 1st level, a righteous sentinel must devote himself to a singular cause. A divine covenant grants the righteous sentinel a number of new spells and special abilities. He is also expected to follow a code of conduct, in addition to strict adherence to his alignment. Should the righteous sentinel ever violate his covenant or his code of conduct, he loses the benefits of his covenant until he atones. The violation of a covenant or code of conduct is subject to GM interpretation. A righteous sentinel cannot change his covenant without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits granted by his old covenant. He must then follow the decree of his new covenant for one entire level without gaining any benefits from that covenant. Once accomplished, he gains all of the benefits from his new covenant. Note that the names of these divine covenants might vary depending upon the campaign setting or GM’s preference. This ability replaces combat style feats gained at 2nd, 10th, 14th, and 18th level, and master hunter.

Covenant Against Fiends:
A righteous sentinel who makes a covenant against demons, devils, daemons, and other evil outsiders is constantly on the hunt for malevolent fiendish incursions into the world. Should fiends gain entrance into the Material plane, the righteous sentinel has vowed to hunt them down and either banish them to their plane of origin, or destroy them utterly.

Skills: The righteous sentinel with the covenant against fiends adds Knowledge (planes) (Int) to his list of class skills. In addition, whenever a righteous sentinel with a covenant against fiends uses Knowledge (planes) to identify or gain information about fiends, he receives a bonus on the check equal to 1/2 his righteous sentinel level (minimum +1).

Feats, Traits, & Drawbacks:

Elemental Blood (Minor, Symbiote): The symbiote infuses your blood with a slightly elemental quality. Benefit: Choose either acid, cold, electricity, or fire. You gain resistance 5 to that energy type. In addition, any adjacent creature that deals damage to you with a slashing or piercing weapon takes 1 point of energy damage of the chosen type.

Intense Artist (Shelyn): Your devotion to Shelyn has caused you to delve more deeply into your art. Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.

Repel Sin (Tiefling): You have an instinctive revulsion for the sins that led to the rise of demons and subsequent downfall of qlippoth. Benefit You gain a +2 trait bonus on saving throws made against spells and effects with the [evil] descriptor.

Exposed to Awfulness: When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.

Unlearned: You have always had difficulty learning and retaining information, and know very little about the world beyond the obvious and what pertains to your profession.
Effect: Choose one Knowledge skill. You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check's DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty.

Racial:

Type: Tieflings are outsiders with the native subtype.

Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed: Tieflings have a base speed of 30 feet.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

Skilled: The Motherless gain a +2 racial bonus on Escape Artist and Survival checks.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Spell-like ability: The Motherless can use blur once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Appearance:

Heavily inspired by this picture.

A lithe creature darts about with heavy priest's robes covering her. Underneath the robes lies a mockery of Angelic and Qlippoth flesh. A long spined chitinous tail dots her back and spine, the same dark chitin completely covers and envelops her arms and legs. The corrupted armor flesh has only started to invade her stomach area, which looks grossly malnourished compared to the rest of her body. Dark hard ribs are can be seen showing through the skin, the point where the flesh ends and the unfeeling chitin begins blurs. Dorsal spines sprout out of her back and twitch about here and there, as if reacting to the node's actions and feelings. Luminescent fibers seem to extend of the largest of the two coming from her shoulder blades, perhaps in a profane attempt to emulate wings that may have once been there. Her left eye is a complete black with an iris of gray that is almost impossible to make out from any distance greater than being adjacent to her. Her right eye retains a bit of normalcy, a deep icy blue on white with only bits of black starting to invade. Her long speak and inky black hair almost seems to move about on it's own when looking out of the corner of your eye, and almost obscures the the brightly colored songbird pendant she wears about her neck.

Backstory:

Ruedi was once a happy place to live in the wild woodland nation of Sarkoris, home to the druids and Godcallers and all manner of magical beast and stranger creatures that called it home. The people there lived humble lives, never asking or wanting for much. And so it would seem to go on and on, until shortly before the nation's final days. An Angelic child had been born to an older couple previously thought barren, and for awhile this brought much joy to the couple as well as the rest of the town. Beautiful, and kind, and hale the Aasimar was also blessed with the gift of song, which she used to alleviate the town's wear and woe whenever it came about. It was an enviable existence. Until the Sundering.
Without warning or heeded knowledge one day when everyone was going about their lives same as they ever was a loud thundering sound broke out and even overtook the girls singing. This was a sound that no mortal nor beast nor creature of the loftier planes could ever hope to emulate. This was the sound of Golarion itself being torn in twain, as it gave forth a blasphemous birth to not only the Abyss itself but also all the Demons that lurked within, ready to ravage the wounded planet now within their grasp. It is unknown whether it was the sundering itself or an invading demon that laid the town low but what is known is that something else escaped from the Abyss along with the demonic horde.
The spirit of a Qlippoth had been fleeing from pursuers when the two planes of the Abyss and the Material were slammed together, tossing the wounded spirit into a strange and unfamiliar land. It was here that it found the destroyed town and the broken body of the singer, and a kindred feeling. Slowly flowing forth from the girl's body was the all too familiar feeling of hate and a need for vengeance against whoever had done this. In a split second the girl had slipped from this world holding onto emotions she had never even known of till this day. It was this shared feeling of Hatred of Demonkind, even if the girl had no idea what they were or were in fact behind this, that drew the primeval spirit of the Abyss towards her, a feeling so mutual and exact that they overlapped, and in this same frequency of hate and spite two dying souls became one. One that lived.
In the following days those who came looking for survivors found the girl, addled but alive and alone among the wreckage of her town. Hurrying her away the group fled the demon infested lands now known as the Worldwound with a child they thought normal, but the farther they went from the Worldwouind the more the child's body seemed to reject the motion, an eruption of corrupting Abyssal flesh and tissue soon began enveloping the girl's body. In fear the group thought to put the girl out of her misery, for she was constantly wracked with pain and her mind addled, barely comprehending her surroundings. Instead they soon came upon a temple of Shelyn and, when the Priests and Priestess could not find any way to heal or cure the girl's condition the group decided it was best if they left her in the temple's care as they strove back into the corrupting lands to look for more survivors.
In the years that followed while the girl, who they named Lune, after the founding priest, never seemed to mentally recover from her ordeal her physical condition, although bizarre if not outright horrific to look at, thrived and flourished. She would spend time going about like a normal person, looking at art and attempting to read and learn, interspaced with bouts of extreme morose and rage at any slights she or anyone else around her, namely the clergy, suffered.
When she came of age, or what they thought was her maturing for it was hard to tell when she grew, if she even did so at all, for the original clergy members that had took her in and had grown old and passed, leaving the temple in the care of their children and grandchildren. So instead of coming of age it would be better to say when the last original member of the family that took her in had passed away she decided she was an outsider to these other members who grew much faster than she did. And so in the dead of night she set forth for the blasted lands that had birthed her, and over the adjourning years while she never participated in any of the Crusades she did everything she could to help the Crusaders and demonslayers from the shadows. Until today...